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ENTERTAINMENT<br />

Malta Business Review<br />

#1 That thing about the nerds<br />

The first picture that might come to your mind<br />

is probably a teenage boy who’s sitting in his<br />

parents’ basement. You would probably call<br />

that kid a ‘geek’ or a ‘nerd’ and most likely think<br />

he’s not someone who’s going to date the<br />

prom queen. And you could be right.<br />

Sure, the average eSports fan probably<br />

doesn’t live in the New York’s East Village,<br />

nor do they drink fancy matcha lattes after<br />

attending Vinyasa yoga class. They also don’t<br />

usually live in artsy lofts with a fixie bike in the<br />

hallway or a surfboard on the wall. In fact, it’s<br />

more likely they’re sitting in an engineering<br />

or computer science lecture, learning about<br />

macroeconomics or tutoring math.<br />

What makes me say that? It’s simple. The<br />

people who keep up with eSports very likely<br />

possess not only above-average English skills<br />

but also significant cognitive skills.<br />

If you don’t believe me, come and visit an ESL<br />

(Electronic Sports League) event and have a<br />

look for yourself. The complexity that hits you<br />

when commentators analyse strategies, plays<br />

and scenarios in double-time English is a pretty<br />

good demonstration of the brain capacity of<br />

eSports fans who live all over the world. ‘Dota<br />

2’, for example, one of the most popular games<br />

right now, is an amalgam of game theory, as in<br />

the movie A Beautiful Mind with Russell Crowe;<br />

and American-football moves coupled with the<br />

high speed of basketball. And all that wrapped<br />

in bangs, thuds and lots of blinking lights.<br />

So, let’s put it like this: eSports fans and players<br />

may not be your typical mood-board target<br />

group that live in urban lofts, but they aren’t<br />

the blaring, fireworks-lobbing beer lunatics<br />

that can be found in other types of sports.<br />

It’s most likely that a lot of them will become<br />

tomorrow’s programmers, aircraft specialists<br />

and mobility engineers. Yes, they are the ones<br />

who’ll go on to have the money.<br />

#2 That thing about the violence<br />

I hear this a lot: eSports and gaming is about<br />

bang-bang and violence and forms the perfect<br />

boot camp for future serial killers. When most<br />

people think about serious eSports they think<br />

about ‘Counter-Strike’, and, again, they are<br />

right. ‘Counter-Strike’ is huge.<br />

The current player base stands at a cool 10<br />

million. Per month, obviously! Sometimes,<br />

there are up to 850,000 gamers playing on<br />

the servers at the same time. During ESL One<br />

Cologne (like a world championship), there<br />

were 15 million unique viewers watching the<br />

streamed matches online — read that number<br />

one more time — and 47.9 million hours of<br />

‘Counter-Strike’ were watched on Twitch in<br />

January 2017 alone.<br />

Statistically they cannot all be maniacs and<br />

serial killers.<br />

‘Counter-Strike’ is among the four most<br />

popular eSports titles. That’s why prize pools<br />

"eSports is the sport<br />

and entertainment<br />

phenomenon of the new<br />

generation<br />

can easily reach into the millions of dollars<br />

— on top of an average player base salary of<br />

about between $65,000 and $100,000. Think<br />

about it. You don’t make these amounts of<br />

money through senseless aggression but<br />

rather technical versatility, reflexes and,<br />

most importantly, a high degree of tactical<br />

thinking, both individually and as a team.<br />

So it’s hardly surprising that the whole do-<br />

FPS-games-make-you-violent (that is, firstperson-shooter)<br />

discussion is limited to a few<br />

countries. Countries like Germany, where<br />

I live, for instance. In other countries huge<br />

brands such as Visa, Pepsi, Coca-Cola, Audi<br />

and Domino’s Pizza have been sponsoring<br />

‘CounterStrike’ teams and events for quite<br />

a while now, and NBA players and top DJs<br />

such as Steve Aoki are even buying their own<br />

teams. In comparison, the fact that some<br />

countries are still stuck thinking ‘Counter-<br />

Strike’ is for unstable personalities with low<br />

impulse control and high levels of aggression<br />

is somewhat embarrassing, to be honest.<br />

#3 That thing about ‘not being a sport’<br />

Some people may argue that eSports is not a<br />

normal sport. And they are correct; nothing is<br />

really normal in eSports. A global community<br />

that is digitally connected, exceptionally<br />

clever, gets its entertainment via streams,<br />

willingly pays for ‘in-game items’ (for example,<br />

little outfits for your character) and regularly<br />

breaks viewership records is anything but a<br />

normal sport. Because the fact remains that<br />

normal sports — apart from soccer and very<br />

few others — are having huge difficulties in<br />

many areas. Entire sports are taking place<br />

practically without any viewers, and organized<br />

sports entities are desperately looking for<br />

members. Meanwhile, the eSports kids just<br />

have to open up their browser or game client.<br />

Long story short: the entry barriers are a lot<br />

lower than they are in other sports.<br />

And what about the sweating? Shouldn’t<br />

sports be sweaty? Another one of those<br />

topics. . . Once you have seen how many<br />

actions the pros perform every single minute,<br />

how precisely they are handling their mouse<br />

and keyboard, you can hardly maintain that<br />

there isn’t a physical component to it. Then<br />

there’s the mental component as well — and<br />

let’s not forget that chess is a sport, too.<br />

The thing is: eSports can help itself to<br />

elements of traditional sports, picking up<br />

what works best. It can. But it doesn’t have to.<br />

And that’s what makes it so exciting. After all,<br />

in some ways eSports is still in its early stages<br />

and therefore still keen for co-shaping!<br />

Entertainment is what entertains<br />

Again, this is reality: we have heard peculiar<br />

stories about ‘World of Warcraft’ and<br />

struggling families in South Korea. We have<br />

seen the long lines of people buying games<br />

and going crazy about new consoles. And<br />

there is an entire genre on YouTube called<br />

‘Let’s Play Videos’. What is happening now is<br />

not only an evolution of gaming it’s a powerful<br />

transition that will bridge different parts of<br />

different entertainment industries. It will<br />

bridge sports with gaming, with streaming,<br />

with talent, with live, with online, with on-theground<br />

and with a global community.<br />

eSports is the sport and entertainment<br />

phenomenon of the new generation: it’s a<br />

digital-born sport with digital-born stars. And<br />

there is a much stronger feeling of ownership<br />

by the fans. They have helped build the<br />

eSports scene from the ground up themselves<br />

and thus feel strongly about it as ‘their’ scene.<br />

This means they are much more interested in<br />

what happens in the scene beyond individual<br />

teams or athletes than regular sports fans<br />

tend to be.<br />

While we all know those brands and<br />

industries that are desperately striving for<br />

digital transformation, eSports has managed<br />

to build its very own ecosystem. It’s all<br />

digital by nature — the games, the training<br />

sessions, the interaction with fans, the<br />

activation, the reach and the views. It is also<br />

a rather untapped space for many brands<br />

and potential sponsors that still offers the<br />

potential for genuine co-creation instead of<br />

plain, unimaginative logo placements. We<br />

may still lack a definition of entertainment,<br />

but we know that it needs to entertain. <strong>MBR</strong><br />

Creditline: Toan Nguyen<br />

www.maltabusinessreview.net<br />

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